Eye Droid Commander.
This commit is contained in:
parent
9e9de85e7e
commit
229452e2ea
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@ -23,7 +23,7 @@ OBJS += atlas.o
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OBJS += blaze.o boss.o blobBoss.o
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OBJS += blaze.o boss.o blobBoss.o
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OBJS += camera.o combat.o
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OBJS += camera.o combat.o
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OBJS += draw.o
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OBJS += draw.o
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OBJS += effects.o entities.o explosions.o
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OBJS += effects.o entities.o explosions.o eyeDroidCommander.o
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OBJS += frost.o
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OBJS += frost.o
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OBJS += game.o
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OBJS += game.o
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OBJS += hub.o hud.o
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OBJS += hub.o hud.o
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@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "blobBoss.h"
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#include "blobBoss.h"
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static void activate(int activate);
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static void activate(int activate);
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static void walk(void);
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static void tick(void);
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static void tick(void);
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static void changeEnvironment(void);
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static void changeEnvironment(void);
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static int getCurrentSprite(void);
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static int getCurrentSprite(void);
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@ -48,6 +49,7 @@ void initBlobBoss(Entity *e)
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e->teleportTimer = FPS * rrnd(4, 6);
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e->teleportTimer = FPS * rrnd(4, 6);
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e->activate = activate;
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e->activate = activate;
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e->walk = walk;
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e->tick = tick;
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e->tick = tick;
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e->changeEnvironment = changeEnvironment;
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e->changeEnvironment = changeEnvironment;
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e->getCurrentSprite = getCurrentSprite;
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e->getCurrentSprite = getCurrentSprite;
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@ -0,0 +1,356 @@
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/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "eyeDroidCommander.h"
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static void activate(int activate);
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static void tick(void);
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static void walk(void);
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static void moveTowardsPlayer(void);
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static void die1(void);
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static void die2(void);
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static void selectWeapon(void);
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static void attackPistol(void);
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static void attackPlasma(void);
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static void attackMissile(void);
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static void preFire(void);
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static void attack(void);
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static void applyDamage(int amount);
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static int getCurrentSprite(void);
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static int brakingTimer;
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static int aimedSprite;
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static int missileSprite[2];
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static int plasmaSprite[2];
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void initEyeDroidCommander(Entity *e)
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{
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initBoss(e);
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STRNCPY(e->name, "EyeDroid Commander", MAX_NAME_LENGTH);
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e->sprite[FACING_LEFT] = getSpriteIndex("DroidCommanderLeft");
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e->sprite[FACING_RIGHT] = getSpriteIndex("DroidCommanderRight");
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e->sprite[FACING_DIE] = getSpriteIndex("DroidCommanderDie");
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e->flags |= EF_WEIGHTLESS | EF_EXPLODES;
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e->health = e->healthMax = 250;
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e->walk = walk;
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e->tick = tick;
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e->activate = activate;
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e->applyDamage = applyDamage;
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e->getCurrentSprite = getCurrentSprite;
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brakingTimer = 0;
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aimedSprite = getSpriteIndex("AimedShot");
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missileSprite[0] = getSpriteIndex("MissileRight");
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missileSprite[1] = getSpriteIndex("MissileLeft");
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plasmaSprite[0] = getSpriteIndex("PlasmaRight");
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plasmaSprite[1] = getSpriteIndex("PlasmaLeft");
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}
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static void activate(int activate)
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{
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self->flags &= ~EF_GONE;
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world.isBossActive = 1;
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addTeleportStars(self);
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playMusic("", 1);
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}
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static void tick(void)
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{
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if (self->health > 0)
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{
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self->facing = (world.bob->x < self->x) ? FACING_LEFT : FACING_RIGHT;
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self->reload = (int) limit(self->reload - 1, 0, FPS);
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brakingTimer = (int) limit(--brakingTimer, 0, FPS);
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if (brakingTimer > 0)
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{
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self->dx *= 0.95;
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self->dy *= 0.95;
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}
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}
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else
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{
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addSmokeParticles(self->x + (self->w / 2), self->y);
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}
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}
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static void lookForPlayer(void)
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{
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self->thinkTime = rrnd(0, FPS / 2);
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if (rand() % 100 < 5)
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{
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brakingTimer = rrnd(60, 120);
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}
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if (getDistance(world.bob->x, world.bob->y, self->x, self->y) > 650)
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{
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moveTowardsPlayer();
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return;
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}
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if (enemyCanSeePlayer(self))
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{
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moveTowardsPlayer();
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return;
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}
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if (rand() % 100 < 15)
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{
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selectWeapon();
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}
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moveTowardsPlayer();
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}
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static void selectWeapon(void)
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{
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if (world.bob->isOnGround || abs(self->y - world.bob->y) > 64)
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{
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self->weaponType = WPN_AIMED_PISTOL;
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self->shotsToFire = rrnd(1, 12);
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self->action = preFire;
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}
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else if (rand() % 4 == 0)
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{
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self->weaponType = WPN_MISSILE;
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self->shotsToFire = rrnd(1, 3);
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self->action = preFire;
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}
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else
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{
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self->weaponType = WPN_PLASMA;
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self->shotsToFire = rrnd(1, 12);
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self->action = preFire;
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}
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}
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static void walk(void)
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{
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self->action = (self->health > 0) ? lookForPlayer : die1;
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}
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static void moveTowardsPlayer(void)
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{
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if (brakingTimer == 0)
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{
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if (world.bob->x < self->x)
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{
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self->dx -= 0.5;
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}
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if (world.bob->x > self->x)
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{
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self->dx += 0.5;
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}
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if (world.bob->y < self->y)
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{
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self->dy -= 0.5;
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}
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if (world.bob->y > self->y)
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{
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self->dy += 0.5;
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}
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self->dx = limit(self->dx, -7.5, 7.5);
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self->dy = limit(self->dy, -7.5, 7.5);
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}
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}
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static void preFire(void)
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{
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if (self->reload > 0)
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{
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return;
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}
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attack();
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self->shotsToFire--;
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if (self->shotsToFire == 0)
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{
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self->walk();
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}
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}
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static void attack(void)
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{
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switch (self->weaponType)
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{
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case WPN_AIMED_PISTOL:
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attackPistol();
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break;
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case WPN_MISSILE:
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attackMissile();
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break;
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case WPN_PLASMA:
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attackPlasma();
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break;
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default:
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break;
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}
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}
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static void attackPistol(void)
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{
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int bx, by;
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float dx, dy;
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Entity *bullet;
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bx = world.bob->x + rrnd(-8, 24);
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by = world.bob->y + rrnd(-8, 24);
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getSlope(bx, by, self->x, self->y, &dx, &dy);
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bullet = createBaseBullet(self);
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bullet->x = (self->x + self->w / 2);
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bullet->y = (self->y + self->h / 2) - 3;
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bullet->facing = self->facing;
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bullet->damage = 1;
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bullet->owner = self;
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bullet->health = FPS * 3;
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = dx * 12;
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bullet->dy = dy * 12;
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bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
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self->reload = 4;
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playSound(SND_MACHINE_GUN, CH_WEAPON);
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}
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static void attackPlasma(void)
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{
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Entity *bullet;
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bullet = createBaseBullet(self);
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bullet->x = (self->x + self->w / 2);
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bullet->y = (self->y + self->h / 2) - 3;
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bullet->facing = self->facing;
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bullet->damage = 2;
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bullet->owner = self;
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bullet->health = FPS * 3;
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = self->facing == FACING_RIGHT ? 15 : -15;
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bullet->dy = 0;
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bullet->sprite[0] = plasmaSprite[0];
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bullet->sprite[1] = plasmaSprite[1];
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self->reload = 4;
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playSound(SND_PLASMA, CH_WEAPON);
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}
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static void attackMissile(void)
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{
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Entity *missile;
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missile = createBaseBullet(self);
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missile->x = self->x + self->w / 2;
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missile->y = self->y + self->h / 2;
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missile->facing = self->facing;
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missile->dx = self->facing == FACING_RIGHT ? 15 : -15;
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missile->owner = self;
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missile->health = FPS * 3;
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missile->sprite[0] = missileSprite[0];
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missile->sprite[1] = missileSprite[1];
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self->reload = 15;
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playSound(SND_MISSILE, CH_WEAPON);
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}
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static void applyDamage(int amount)
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{
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self->health -= amount;
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if (self->health <= 0)
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{
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self->health = 0;
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addExplosion(self->x + self->w / 2, self->y + self->h / 2, 50, self);
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}
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}
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static void die1(void)
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{
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self->dx = (randF() - randF()) * 3;
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self->spriteTime = 0;
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self->spriteFrame = 0;
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self->action = die2;
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self->thinkTime = 0;
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self->flags &= ~(EF_WEIGHTLESS | EF_HALT_AT_EDGE);
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self->dy = JUMP_POWER;
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if (rand() % 2)
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{
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playSound(SND_DROID_DIE_1, CH_DEATH);
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}
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else
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{
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playSound(SND_DROID_DIE_2, CH_DEATH);
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}
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}
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static void die2()
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{
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if (self->isOnGround)
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{
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addTeleportStars(self);
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playSound(SND_APPEAR, CH_ANY);
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self->alive = ALIVE_DEAD;
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updateObjective(self->name);
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addDefeatedTarget(self->name);
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game.enemiesKilled++;
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}
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}
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static int getCurrentSprite(void)
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{
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if (self->health <= 0)
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{
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return self->sprite[FACING_DIE];
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}
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return self->sprite[self->facing];
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}
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@ -0,0 +1,42 @@
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/*
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Copyright (C) 2018 Parallel Realities
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||||||
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This program is free software; you can redistribute it and/or
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||||||
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modify it under the terms of the GNU General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
|
||||||
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*/
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#include "../../../common.h"
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extern void initBoss(Entity *e);
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extern int getSpriteIndex(char *name);
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extern void playMusic(char *filename, int loop);
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extern void addTeleportStars(Entity *e);
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extern float limit(float i, float a, float b);
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extern void addSmokeParticles(float x, float y);
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extern int rrnd(int low, int high);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern int enemyCanSeePlayer(Entity *e);
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extern void addDefeatedTarget(char *name);
|
||||||
|
extern void updateObjective(char *targetName);
|
||||||
|
extern double randF(void);
|
||||||
|
extern void playSound(int snd, int ch);
|
||||||
|
extern Entity *createBaseBullet(Entity *owner);
|
||||||
|
extern void getSlope(int x1, int y1, int x2, int y2, float *dx, float *dy);
|
||||||
|
extern void addExplosion(float x, float y, int radius, Entity *owner);
|
||||||
|
|
||||||
|
extern Entity *self;
|
||||||
|
extern Game game;
|
||||||
|
extern World world;
|
Loading…
Reference in New Issue